/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
//

/*****************************************************************************
 * name:		ai_team.c
 *
 * desc:		Quake3 bot AI
 *
 * $Archive: /MissionPack/code/game/ai_team.c $
 *
 *****************************************************************************/

#include "g_local.h"
#include "../botlib/botlib.h"
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_char.h"
#include "../botlib/be_ai_chat.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/be_ai_weap.h"
//
#include "ai_main.h"
#include "ai_dmq3.h"
#include "ai_chat.h"
#include "ai_cmd.h"
#include "ai_dmnet.h"
#include "ai_team.h"
#include "ai_vcmd.h"

#include "match.h"

// for the voice chats
#include "../../ui/menudef.h"

//ctf task preferences for a client

typedef struct bot_ctftaskpreference_s {
    char name[36];
    int preference;
} bot_ctftaskpreference_t;

bot_ctftaskpreference_t ctftaskpreferences[MAX_CLIENTS];

/*
==================
BotValidTeamLeader
==================
 */
int BotValidTeamLeader(bot_state_t *bs) {
    if (!strlen(bs->teamleader)) return qfalse;
    if (ClientFromName(bs->teamleader) == -1) return qfalse;
    return qtrue;
}

/*
==================
BotNumTeamMates
==================
 */
int BotNumTeamMates(bot_state_t *bs) {
    int i, numplayers;
    char buf[MAX_INFO_STRING];
    static int maxclients;

    if (!maxclients)
        maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");

    numplayers = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
        trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof (buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        if (BotSameTeam(bs, i)) {
            numplayers++;
        }
    }
    return numplayers;
}

/*
==================
BotClientTravelTimeToGoal
==================
 */
int BotClientTravelTimeToGoal(int client, bot_goal_t *goal) {
    playerState_t ps;
    int areanum;

    BotAI_GetClientState(client, &ps);
    areanum = BotPointAreaNum(ps.origin);
    if (!areanum) return 1;
    return trap_AAS_AreaTravelTimeToGoalArea(areanum, ps.origin, goal->areanum, TFL_DEFAULT);
}

/*
==================
BotSortTeamMatesByBaseTravelTime
==================
 */
int BotSortTeamMatesByBaseTravelTime(bot_state_t *bs, int *teammates, int maxteammates) {

    int i, j, k, numteammates, traveltime;
    char buf[MAX_INFO_STRING];
    static int maxclients;
    int traveltimes[MAX_CLIENTS];
    bot_goal_t *goal = NULL;
    if (!maxclients)
        maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");

    numteammates = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
        trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof (buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        if (BotSameTeam(bs, i)) {
            //
            traveltime = BotClientTravelTimeToGoal(i, goal);
            //
            for (j = 0; j < numteammates; j++) {
                if (traveltime < traveltimes[j]) {
                    for (k = numteammates; k > j; k--) {
                        traveltimes[k] = traveltimes[k - 1];
                        teammates[k] = teammates[k - 1];
                    }
                    break;
                }
            }
            traveltimes[j] = traveltime;
            teammates[j] = i;
            numteammates++;
            if (numteammates >= maxteammates) break;
        }
    }
    return numteammates;
}

/*
==================
BotSetTeamMateTaskPreference
==================
 */
void BotSetTeamMateTaskPreference(bot_state_t *bs, int teammate, int preference) {
    char teammatename[MAX_NETNAME];

    ctftaskpreferences[teammate].preference = preference;
    ClientName(teammate, teammatename, sizeof (teammatename));
    strcpy(ctftaskpreferences[teammate].name, teammatename);
}

/*
==================
BotGetTeamMateTaskPreference
==================
 */
int BotGetTeamMateTaskPreference(bot_state_t *bs, int teammate) {
    char teammatename[MAX_NETNAME];

    if (!ctftaskpreferences[teammate].preference) return 0;
    ClientName(teammate, teammatename, sizeof (teammatename));
    if (Q_stricmp(teammatename, ctftaskpreferences[teammate].name)) return 0;
    return ctftaskpreferences[teammate].preference;
}

/*
==================
BotSortTeamMatesByTaskPreference
==================
 */
int BotSortTeamMatesByTaskPreference(bot_state_t *bs, int *teammates, int numteammates) {
    int defenders[MAX_CLIENTS], numdefenders;
    int attackers[MAX_CLIENTS], numattackers;
    int roamers[MAX_CLIENTS], numroamers;
    int i, preference;

    numdefenders = numattackers = numroamers = 0;
    for (i = 0; i < numteammates; i++) {
        preference = BotGetTeamMateTaskPreference(bs, teammates[i]);
        if (preference & TEAMTP_DEFENDER) {
            defenders[numdefenders++] = teammates[i];
        } else if (preference & TEAMTP_ATTACKER) {
            attackers[numattackers++] = teammates[i];
        } else {
            roamers[numroamers++] = teammates[i];
        }
    }
    numteammates = 0;
    //defenders at the front of the list
    memcpy(&teammates[numteammates], defenders, numdefenders * sizeof (int));
    numteammates += numdefenders;
    //roamers in the middle
    memcpy(&teammates[numteammates], roamers, numroamers * sizeof (int));
    numteammates += numroamers;
    //attacker in the back of the list
    memcpy(&teammates[numteammates], attackers, numattackers * sizeof (int));
    numteammates += numattackers;

    return numteammates;
}

/*
==================
BotSayTeamOrders
==================
 */
void BotSayTeamOrderAlways(bot_state_t *bs, int toclient) {
    char teamchat[MAX_MESSAGE_SIZE];
    char buf[MAX_MESSAGE_SIZE];
    char name[MAX_NETNAME];

    //if the bot is talking to itself
    if (bs->client == toclient) {
        //don't show the message just put it in the console message queue
        trap_BotGetChatMessage(bs->cs, buf, sizeof (buf));
        ClientName(bs->client, name, sizeof (name));
        Com_sprintf(teamchat, sizeof (teamchat), EC"(%s"EC")"EC": %s", name, buf);
        trap_BotQueueConsoleMessage(bs->cs, CMS_CHAT, teamchat);
    } else {
        trap_BotEnterChat(bs->cs, toclient, CHAT_TELL);
    }
}

/*
==================
BotSayTeamOrders
==================
 */
void BotSayTeamOrder(bot_state_t *bs, int toclient) {
#ifdef MISSIONPACK
    // voice chats only
    char buf[MAX_MESSAGE_SIZE];

    trap_BotGetChatMessage(bs->cs, buf, sizeof (buf));
#else
    BotSayTeamOrderAlways(bs, toclient);
#endif
}

/*
==================
BotVoiceChat
==================
 */
void BotVoiceChat(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
    if (toclient == -1)
        // voice only say team
        trap_EA_Command(bs->client, va("vsay_team %s", voicechat));
    else
        // voice only tell single player
        trap_EA_Command(bs->client, va("vtell %d %s", toclient, voicechat));
#endif
}

/*
==================
BotVoiceChatOnly
==================
 */
void BotVoiceChatOnly(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
    if (toclient == -1)
        // voice only say team
        trap_EA_Command(bs->client, va("vosay_team %s", voicechat));
    else
        // voice only tell single player
        trap_EA_Command(bs->client, va("votell %d %s", toclient, voicechat));
#endif
}

/*
==================
BotSayVoiceTeamOrder
==================
 */
void BotSayVoiceTeamOrder(bot_state_t *bs, int toclient, char *voicechat) {
#ifdef MISSIONPACK
    BotVoiceChat(bs, toclient, voicechat);
#endif
}

/*
==================
BotCTFOrders
==================
 */
void BotCTFOrders_BothFlagsNotAtBase(bot_state_t *bs) {
    int numteammates, defenders, attackers, i, other;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME], carriername[MAX_NETNAME];

    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //different orders based on the number of team mates
    switch (bs->numteammates) {
        case 1: break;
        case 2:
        {
            //tell the one not carrying the flag to attack the enemy base
            if (teammates[0] != bs->flagcarrier) other = teammates[0];
            else other = teammates[1];
            ClientName(other, name, sizeof (name));
            BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
            BotSayTeamOrder(bs, other);
            BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
            break;
        }
        case 3:
        {
            //tell the one closest to the base not carrying the flag to accompany the flag carrier
            if (teammates[0] != bs->flagcarrier) other = teammates[0];
            else other = teammates[1];
            ClientName(other, name, sizeof (name));
            if (bs->flagcarrier != -1) {
                ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                if (bs->flagcarrier == bs->client) {
                    BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                    BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
                } else {
                    BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                    BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
                }
            } else {
                //
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
            }
            BotSayTeamOrder(bs, other);
            //tell the one furthest from the the base not carrying the flag to get the enemy flag
            if (teammates[2] != bs->flagcarrier) other = teammates[2];
            else other = teammates[1];
            ClientName(other, name, sizeof (name));
            BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
            BotSayTeamOrder(bs, other);
            BotSayVoiceTeamOrder(bs, other, VOICECHAT_RETURNFLAG);
            break;
        }
        default:
        {
            defenders = (int) (float) numteammates * 0.4 + 0.5;
            if (defenders > 4) defenders = 4;
            attackers = (int) (float) numteammates * 0.5 + 0.5;
            if (attackers > 5) attackers = 5;
            if (bs->flagcarrier != -1) {
                ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                for (i = 0; i < defenders; i++) {
                    //
                    if (teammates[i] == bs->flagcarrier) {
                        continue;
                    }
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    if (bs->flagcarrier == bs->client) {
                        BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWME);
                    } else {
                        BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_FOLLOWFLAGCARRIER);
                    }
                    BotSayTeamOrder(bs, teammates[i]);
                }
            } else {
                for (i = 0; i < defenders; i++) {
                    //
                    if (teammates[i] == bs->flagcarrier) {
                        continue;
                    }
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_GETFLAG);
                    BotSayTeamOrder(bs, teammates[i]);
                }
            }
            for (i = 0; i < attackers; i++) {
                //
                if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                    continue;
                }
                //
                ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_RETURNFLAG);
            }
            //
            break;
        }
    }
}

/*
==================
BotCTFOrders
==================
 */
void BotCTFOrders_FlagNotAtBase(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (bs->numteammates) {
            case 1: break;
            case 2:
            {
                //both will go for the enemy flag
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //keep one near the base for when the flag is returned
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other two get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //keep some people near the base for when the flag is returned
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                attackers = (int) (float) numteammates * 0.7 + 0.5;
                if (attackers > 6) attackers = 6;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    } else {
        //different orders based on the number of team mates
        switch (bs->numteammates) {
            case 1: break;
            case 2:
            {
                //both will go for the enemy flag
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //everyone go for the flag
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //keep some people near the base for when the flag is returned
                defenders = (int) (float) numteammates * 0.2 + 0.5;
                if (defenders > 2) defenders = 2;
                attackers = (int) (float) numteammates * 0.7 + 0.5;
                if (attackers > 7) attackers = 7;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    }
}

/*
==================
BotCTFOrders
==================
 */
void BotCTFOrders_EnemyFlagNotAtBase(bot_state_t *bs) {
    int numteammates, defenders, attackers, i, other;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME], carriername[MAX_NETNAME];

    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //different orders based on the number of team mates
    switch (numteammates) {
        case 1: break;
        case 2:
        {
            //tell the one not carrying the flag to defend the base
            if (teammates[0] == bs->flagcarrier) other = teammates[1];
            else other = teammates[0];
            ClientName(other, name, sizeof (name));
            BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
            BotSayTeamOrder(bs, other);
            BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
            break;
        }
        case 3:
        {
            //tell the one closest to the base not carrying the flag to defend the base
            if (teammates[0] != bs->flagcarrier) other = teammates[0];
            else other = teammates[1];
            ClientName(other, name, sizeof (name));
            BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
            BotSayTeamOrder(bs, other);
            BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
            //tell the other also to defend the base
            if (teammates[2] != bs->flagcarrier) other = teammates[2];
            else other = teammates[1];
            ClientName(other, name, sizeof (name));
            BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
            BotSayTeamOrder(bs, other);
            BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
            break;
        }
        default:
        {
            //60% will defend the base
            defenders = (int) (float) numteammates * 0.6 + 0.5;
            if (defenders > 6) defenders = 6;
            //30% accompanies the flag carrier
            attackers = (int) (float) numteammates * 0.3 + 0.5;
            if (attackers > 3) attackers = 3;
            for (i = 0; i < defenders; i++) {
                //
                if (teammates[i] == bs->flagcarrier) {
                    continue;
                }
                ClientName(teammates[i], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[i]);
                BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
            }
            // if we have a flag carrier
            if (bs->flagcarrier != -1) {
                ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                for (i = 0; i < attackers; i++) {
                    //
                    if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                        continue;
                    }
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    if (bs->flagcarrier == bs->client) {
                        BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
                    } else {
                        BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
                    }
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                }
            } else {
                for (i = 0; i < attackers; i++) {
                    //
                    if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                        continue;
                    }
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                }
            }
            //
            break;
        }
    }
}

/*
==================
BotCTFOrders
==================
 */
void BotCTFOrders_BothFlagsAtBase(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the second one closest to the base will defend the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                defenders = (int) (float) numteammates * 0.5 + 0.5;
                if (defenders > 5) defenders = 5;
                attackers = (int) (float) numteammates * 0.4 + 0.5;
                if (attackers > 4) attackers = 4;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    } else {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others should go for the enemy flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                defenders = (int) (float) numteammates * 0.4 + 0.5;
                if (defenders > 4) defenders = 4;
                attackers = (int) (float) numteammates * 0.5 + 0.5;
                if (attackers > 5) attackers = 5;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    }
}

/*
==================
BotCTFOrders
==================
 */
void BotCTFOrders(bot_state_t *bs) {
    int flagstatus;

    //
    if (BotTeam(bs) == TEAM_RED) flagstatus = bs->redflagstatus * 2 + bs->blueflagstatus;
    else flagstatus = bs->blueflagstatus * 2 + bs->redflagstatus;
    //
    switch (flagstatus) {
        case 0: BotCTFOrders_BothFlagsAtBase(bs);
            break;
        case 1: BotCTFOrders_EnemyFlagNotAtBase(bs);
            break;
        case 2: BotCTFOrders_FlagNotAtBase(bs);
            break;
        case 3: BotCTFOrders_BothFlagsNotAtBase(bs);
            break;
    }
}

/*
==================
BotCreateGroup
==================
 */
void BotCreateGroup(bot_state_t *bs, int *teammates, int groupsize) {
    char name[MAX_NETNAME], leadername[MAX_NETNAME];
    int i;

    // the others in the group will follow the teammates[0]
    ClientName(teammates[0], leadername, sizeof (leadername));
    for (i = 1; i < groupsize; i++) {
        ClientName(teammates[i], name, sizeof (name));
        if (teammates[0] == bs->client) {
            BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
        } else {
            BotAI_BotInitialChat(bs, "cmd_accompany", name, leadername, NULL);
        }
        BotSayTeamOrderAlways(bs, teammates[i]);
    }
}

/*
==================
BotTeamOrders

  FIXME: defend key areas?
==================
 */
void BotTeamOrders(bot_state_t *bs) {
    int teammates[MAX_CLIENTS];
    int numteammates, i;
    char buf[MAX_INFO_STRING];
    static int maxclients;

    if (!maxclients)
        maxclients = trap_Cvar_VariableIntegerValue("sv_maxclients");

    numteammates = 0;
    for (i = 0; i < maxclients && i < MAX_CLIENTS; i++) {
        trap_GetConfigstring(CS_PLAYERS + i, buf, sizeof (buf));
        //if no config string or no name
        if (!strlen(buf) || !strlen(Info_ValueForKey(buf, "n"))) continue;
        //skip spectators
        if (atoi(Info_ValueForKey(buf, "t")) == TEAM_SPECTATOR) continue;
        //
        if (BotSameTeam(bs, i)) {
            teammates[numteammates] = i;
            numteammates++;
        }
    }
    //
    switch (numteammates) {
        case 1: break;
        case 2:
        {
            //nothing special
            break;
        }
        case 3:
        {
            //have one follow another and one free roaming
            BotCreateGroup(bs, teammates, 2);
            break;
        }
        case 4:
        {
            BotCreateGroup(bs, teammates, 2); //a group of 2
            BotCreateGroup(bs, &teammates[2], 2); //a group of 2
            break;
        }
        case 5:
        {
            BotCreateGroup(bs, teammates, 2); //a group of 2
            BotCreateGroup(bs, &teammates[2], 3); //a group of 3
            break;
        }
        default:
        {
            if (numteammates <= 10) {
                for (i = 0; i < numteammates / 2; i++) {
                    BotCreateGroup(bs, &teammates[i * 2], 2); //groups of 2
                }
            }
            break;
        }
    }
}

#ifdef MISSIONPACK

/*
==================
Bot1FCTFOrders_FlagAtCenter

  X% defend the base, Y% get the flag
==================
 */
void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the second one closest to the base will defend the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //50% defend the base
                defenders = (int) (float) numteammates * 0.5 + 0.5;
                if (defenders > 5) defenders = 5;
                //40% get the flag
                attackers = (int) (float) numteammates * 0.4 + 0.5;
                if (attackers > 4) attackers = 4;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    } else { //agressive
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others should go for the enemy flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //30% defend the base
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                //60% get the flag
                attackers = (int) (float) numteammates * 0.6 + 0.5;
                if (attackers > 6) attackers = 6;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    }
}

/*
==================
Bot1FCTFOrders_TeamHasFlag

  X% towards neutral flag, Y% go towards enemy base and accompany flag carrier if visible
==================
 */
void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) {
    int numteammates, defenders, attackers, i, other;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME], carriername[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //tell the one not carrying the flag to attack the enemy base
                if (teammates[0] == bs->flagcarrier) other = teammates[1];
                else other = teammates[0];
                ClientName(other, name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, other);
                BotSayVoiceTeamOrder(bs, other, VOICECHAT_OFFENSE);
                break;
            }
            case 3:
            {
                //tell the one closest to the base not carrying the flag to defend the base
                if (teammates[0] != bs->flagcarrier) other = teammates[0];
                else other = teammates[1];
                ClientName(other, name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, other);
                BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
                //tell the one furthest from the base not carrying the flag to accompany the flag carrier
                if (teammates[2] != bs->flagcarrier) other = teammates[2];
                else other = teammates[1];
                ClientName(other, name, sizeof (name));
                if (bs->flagcarrier != -1) {
                    ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                    if (bs->flagcarrier == bs->client) {
                        BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                        BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
                    } else {
                        BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                        BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
                    }
                } else {
                    //
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayVoiceTeamOrder(bs, other, VOICECHAT_GETFLAG);
                }
                BotSayTeamOrder(bs, other);
                break;
            }
            default:
            {
                //30% will defend the base
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                //70% accompanies the flag carrier
                attackers = (int) (float) numteammates * 0.7 + 0.5;
                if (attackers > 7) attackers = 7;
                for (i = 0; i < defenders; i++) {
                    //
                    if (teammates[i] == bs->flagcarrier) {
                        continue;
                    }
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                if (bs->flagcarrier != -1) {
                    ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                    for (i = 0; i < attackers; i++) {
                        //
                        if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                            continue;
                        }
                        //
                        ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                        if (bs->flagcarrier == bs->client) {
                            BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                            BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
                        } else {
                            BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                            BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
                        }
                        BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    }
                } else {
                    for (i = 0; i < attackers; i++) {
                        //
                        if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                            continue;
                        }
                        //
                        ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                        BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                        BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                        BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                    }
                }
                //
                break;
            }
        }
    } else { //agressive
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //tell the one not carrying the flag to defend the base
                if (teammates[0] == bs->flagcarrier) other = teammates[1];
                else other = teammates[0];
                ClientName(other, name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, other);
                BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
                break;
            }
            case 3:
            {
                //tell the one closest to the base not carrying the flag to defend the base
                if (teammates[0] != bs->flagcarrier) other = teammates[0];
                else other = teammates[1];
                ClientName(other, name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, other);
                BotSayVoiceTeamOrder(bs, other, VOICECHAT_DEFEND);
                //tell the one furthest from the base not carrying the flag to accompany the flag carrier
                if (teammates[2] != bs->flagcarrier) other = teammates[2];
                else other = teammates[1];
                ClientName(other, name, sizeof (name));
                ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                if (bs->flagcarrier == bs->client) {
                    BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                    BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWME);
                } else {
                    BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                    BotSayVoiceTeamOrder(bs, other, VOICECHAT_FOLLOWFLAGCARRIER);
                }
                BotSayTeamOrder(bs, other);
                break;
            }
            default:
            {
                //20% will defend the base
                defenders = (int) (float) numteammates * 0.2 + 0.5;
                if (defenders > 2) defenders = 2;
                //80% accompanies the flag carrier
                attackers = (int) (float) numteammates * 0.8 + 0.5;
                if (attackers > 8) attackers = 8;
                for (i = 0; i < defenders; i++) {
                    //
                    if (teammates[i] == bs->flagcarrier) {
                        continue;
                    }
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                ClientName(bs->flagcarrier, carriername, sizeof (carriername));
                for (i = 0; i < attackers; i++) {
                    //
                    if (teammates[numteammates - i - 1] == bs->flagcarrier) {
                        continue;
                    }
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    if (bs->flagcarrier == bs->client) {
                        BotAI_BotInitialChat(bs, "cmd_accompanyme", name, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWME);
                    } else {
                        BotAI_BotInitialChat(bs, "cmd_accompany", name, carriername, NULL);
                        BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_FOLLOWFLAGCARRIER);
                    }
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                }
                //
                break;
            }
        }
    }
}

/*
==================
Bot1FCTFOrders_EnemyHasFlag

  X% defend the base, Y% towards neutral flag
==================
 */
void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //both defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the second one closest to the base will defend the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //the other will also defend the base
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_DEFEND);
                break;
            }
            default:
            {
                //80% will defend the base
                defenders = (int) (float) numteammates * 0.8 + 0.5;
                if (defenders > 8) defenders = 8;
                //10% will try to return the flag
                attackers = (int) (float) numteammates * 0.1 + 0.5;
                if (attackers > 2) attackers = 2;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    } else { //agressive
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others should go for the enemy flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //70% defend the base
                defenders = (int) (float) numteammates * 0.7 + 0.5;
                if (defenders > 8) defenders = 8;
                //20% try to return the flag
                attackers = (int) (float) numteammates * 0.2 + 0.5;
                if (attackers > 2) attackers = 2;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_returnflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    }
}

/*
==================
Bot1FCTFOrders_EnemyDroppedFlag

  X% defend the base, Y% get the flag
==================
 */
void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the second one closest to the base will defend the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //50% defend the base
                defenders = (int) (float) numteammates * 0.5 + 0.5;
                if (defenders > 5) defenders = 5;
                //40% get the flag
                attackers = (int) (float) numteammates * 0.4 + 0.5;
                if (attackers > 4) attackers = 4;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
                }
                //
                break;
            }
        }
    } else { //agressive
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will get the flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others should go for the enemy flag
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_GETFLAG);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_GETFLAG);
                break;
            }
            default:
            {
                //30% defend the base
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                //60% get the flag
                attackers = (int) (float) numteammates * 0.6 + 0.5;
                if (attackers > 6) attackers = 6;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_DEFEND);
                }
                //
                break;
            }
        }
    }
}

/*
==================
Bot1FCTFOrders
==================
 */
void Bot1FCTFOrders(bot_state_t *bs) {
    switch (bs->neutralflagstatus) {
        case 0: Bot1FCTFOrders_FlagAtCenter(bs);
            break;
        case 1: Bot1FCTFOrders_TeamHasFlag(bs);
            break;
        case 2: Bot1FCTFOrders_EnemyHasFlag(bs);
            break;
        case 3: Bot1FCTFOrders_EnemyDroppedFlag(bs);
            break;
    }
}

/*
==================
BotObeliskOrders

  X% in defence Y% in offence
==================
 */
void BotObeliskOrders(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will attack the enemy base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the one second closest to the base also defends the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //the other one attacks the enemy base
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
                break;
            }
            default:
            {
                //50% defend the base
                defenders = (int) (float) numteammates * 0.5 + 0.5;
                if (defenders > 5) defenders = 5;
                //40% attack the enemy base
                attackers = (int) (float) numteammates * 0.4 + 0.5;
                if (attackers > 4) attackers = 4;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
                }
                //
                break;
            }
        }
    } else {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will attack the enemy base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others attack the enemy base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
                break;
            }
            default:
            {
                //30% defend the base
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                //70% attack the enemy base
                attackers = (int) (float) numteammates * 0.7 + 0.5;
                if (attackers > 7) attackers = 7;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_attackenemybase", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
                }
                //
                break;
            }
        }
    }
}

/*
==================
BotHarvesterOrders

  X% defend the base, Y% harvest
==================
 */
void BotHarvesterOrders(bot_state_t *bs) {
    int numteammates, defenders, attackers, i;
    int teammates[MAX_CLIENTS];
    char name[MAX_NETNAME];

    //sort team mates by travel time to base
    numteammates = BotSortTeamMatesByBaseTravelTime(bs, teammates, sizeof (teammates));
    //sort team mates by CTF preference
    BotSortTeamMatesByTaskPreference(bs, teammates, numteammates);
    //passive strategy
    if (!(bs->ctfstrategy & CTFS_AGRESSIVE)) {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will harvest
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the one second closest to the base also defends the base
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_DEFEND);
                //the other one goes harvesting
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
                break;
            }
            default:
            {
                //50% defend the base
                defenders = (int) (float) numteammates * 0.5 + 0.5;
                if (defenders > 5) defenders = 5;
                //40% goes harvesting
                attackers = (int) (float) numteammates * 0.4 + 0.5;
                if (attackers > 4) attackers = 4;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
                }
                //
                break;
            }
        }
    } else {
        //different orders based on the number of team mates
        switch (numteammates) {
            case 1: break;
            case 2:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the other will harvest
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                break;
            }
            case 3:
            {
                //the one closest to the base will defend the base
                ClientName(teammates[0], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                BotSayTeamOrder(bs, teammates[0]);
                BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
                //the others go harvesting
                ClientName(teammates[1], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                BotSayTeamOrder(bs, teammates[1]);
                BotSayVoiceTeamOrder(bs, teammates[1], VOICECHAT_OFFENSE);
                //
                ClientName(teammates[2], name, sizeof (name));
                BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                BotSayTeamOrder(bs, teammates[2]);
                BotSayVoiceTeamOrder(bs, teammates[2], VOICECHAT_OFFENSE);
                break;
            }
            default:
            {
                //30% defend the base
                defenders = (int) (float) numteammates * 0.3 + 0.5;
                if (defenders > 3) defenders = 3;
                //70% go harvesting
                attackers = (int) (float) numteammates * 0.7 + 0.5;
                if (attackers > 7) attackers = 7;
                for (i = 0; i < defenders; i++) {
                    //
                    ClientName(teammates[i], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
                    BotSayTeamOrder(bs, teammates[i]);
                    BotSayVoiceTeamOrder(bs, teammates[i], VOICECHAT_DEFEND);
                }
                for (i = 0; i < attackers; i++) {
                    //
                    ClientName(teammates[numteammates - i - 1], name, sizeof (name));
                    BotAI_BotInitialChat(bs, "cmd_harvest", name, NULL);
                    BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
                    BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_OFFENSE);
                }
                //
                break;
            }
        }
    }
}
#endif

/*
==================
FindHumanTeamLeader
==================
 */
int FindHumanTeamLeader(bot_state_t *bs) {
    int i;

    for (i = 0; i < MAX_CLIENTS; i++) {
        if (g_entities[i].inuse) {
            // if this player is not a bot
            if (!(g_entities[i].r.svFlags & SVF_BOT)) {
                // if this player is ok with being the leader
                if (!notleader[i]) {
                    // if this player is on the same team
                    if (BotSameTeam(bs, i)) {
                        ClientName(i, bs->teamleader, sizeof (bs->teamleader));
                        // if not yet ordered to do anything
                        if (!BotSetLastOrderedTask(bs)) {
                            // go on defense by default
                            BotVoiceChat_Defend(bs, i, SAY_TELL);
                        }
                        return qtrue;
                    }
                }
            }
        }
    }
    return qfalse;
}

/*
==================
BotTeamAI
==================
 */
void BotTeamAI(bot_state_t *bs) {
    int numteammates;
    char netname[MAX_NETNAME];

    //
    if (gametype != GT_TEAMSURVIVOR)
        return;
    // make sure we've got a valid team leader
    if (!BotValidTeamLeader(bs)) {
        //
        if (!FindHumanTeamLeader(bs)) {
            //
            if (!bs->askteamleader_time && !bs->becometeamleader_time) {
                if (bs->entergame_time + 10 > FloatTime()) {
                    bs->askteamleader_time = FloatTime() + 5 + random() * 10;
                } else {
                    bs->becometeamleader_time = FloatTime() + 5 + random() * 10;
                }
            }
            if (bs->askteamleader_time && bs->askteamleader_time < FloatTime()) {
                // if asked for a team leader and no response
                BotAI_BotInitialChat(bs, "whoisteamleader", NULL);
                trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
                bs->askteamleader_time = 0;
                bs->becometeamleader_time = FloatTime() + 8 + random() * 10;
            }
            if (bs->becometeamleader_time && bs->becometeamleader_time < FloatTime()) {
                BotAI_BotInitialChat(bs, "iamteamleader", NULL);
                trap_BotEnterChat(bs->cs, 0, CHAT_TEAM);
                BotSayVoiceTeamOrder(bs, -1, VOICECHAT_STARTLEADER);
                ClientName(bs->client, netname, sizeof (netname));
                strncpy(bs->teamleader, netname, sizeof (bs->teamleader));
                bs->teamleader[sizeof (bs->teamleader) - 1] = '\0';
                bs->becometeamleader_time = 0;
            }
            return;
        }
    }
    bs->askteamleader_time = 0;
    bs->becometeamleader_time = 0;

    //return if this bot is NOT the team leader
    ClientName(bs->client, netname, sizeof (netname));
    if (Q_stricmp(netname, bs->teamleader) != 0) return;
    //
    numteammates = BotNumTeamMates(bs);
    //give orders
    switch (gametype) {
        case GT_TEAMSURVIVOR:
        {
            if (bs->numteammates != numteammates || bs->forceorders) {
                bs->teamgiveorders_time = FloatTime();
                bs->numteammates = numteammates;
                bs->forceorders = qfalse;
            }
            //if it's time to give orders
            if (bs->teamgiveorders_time && bs->teamgiveorders_time < FloatTime() - 5) {
                BotTeamOrders(bs);
                //give orders again after 120 seconds
                bs->teamgiveorders_time = FloatTime() + 120;
            }
            break;
        }
    }
}

